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Spoiler

Bash
Dungeon Heart is located in north-west. Level 5 Avatar spawns after you destroy it.

The Four
Use the boulder you have to kill the Knight that is already in your dungeon. After 3 knights are dead a high level hero party with witches, fairies and 1 samurai will spawn.

Bugsquashers
Make sure to imprison the first wizard, convert as many heroes as possible. A hero on your side with rebound spell is a must as you will fight 2 "insect "keepers in possession.

Tomb Raid
Dig east a little bit over the lava then north along the dungeon until you find 3 creatures that will join you. Dig north to your dungeon heart for gold. You won't be able to claim prison and torture you find in the yellow dungeon. If you manage to do so, it is unintended and let me know. The Avatar is located in north west corner.

Exorcism
Pretty much clear what you need to do. Summon vampires and claim libraries. Some libraries have wizard surprise parties so be careful.

Trolls Stroll
The heroes will spawn on the first payday so you need to fortify asap - it helps a lot. You need to be a little lucky here: fortify north all the way along the white wall up to the map bounds but be careful because there's a vampire at the 1 gold tile. The other problem is the south. As you connect the portal you will be connected to hero room which can be used to by tunnellers to get into your dungeon. Simply dig all around the room and fortify it so the room is "inside" your dungeon. One party will also spawn inside of your dungeon so hurry up and create traps. There is steal hero special at the gem slots.

False God
Fortyify so the keepers cannot get into your dungeon, break into the room to the right and build guard post close to water so heroes cannot get into your dungeon. What you have to do is to break into hero castle room by room but let the keepers fight the heroes. Don't wait too long though: you won't defeat the keepers if they have no problems fighting the final wave(s).

Marshlands
The position of reveal map special is known to you but to get there you'll need to fight some tentacles first so build your dungeon asap and be careful not to break into water. You can use the trick with fortifying walls to see if theres anything behind or just save/load game. Avoid fighting the keeper until you have enough knights converted.

Schizo
Your heart generates ghosts (max 2) at time so you always have a creature with wind spell. This is useful because avatar is already walking towards your dungeon and while your task says you have to convert him you don't have prison to capture him. So what you need to do is blow him back behind lava when he's close to your dungeon heart. Doing this he has to retake the whole route giving you time. Possess one of your ghosts, leave your dungeon to the north and the first room to the left with guard post and lava has one neutral samurai which you need to find. Now when he's on your side he'll help you fight the constant hellhound attacks while you also have to push the northern hero dungeon to the north. Don't bother clearing all the heroes. What you need to do is get to the room or two after the lava room with guard posts with 2 boulders. To the west you'll find neutral wizards and to the right samurais. Make sure you have both groups. Now destroy hero dungeon heart, doing this grants all keepers bridge: finally imprison avatar and convert him. Be careful as keepers will try to take your newly claimed hero dungeon. Now you need to defeat them: the easiest way to do this is to get them fight eachother, claim dungeon of the one who lost and kill off the other one with boulders (or you can claim portal and do it the classic way instead of boulders).

Salvager
Drop reapers in library and your imps near to unclaimed portal, kill the flies and dig to the west 2 times. You'll find neutral avatar. Dont pick him - use him to clear the dungeon to the east. At the end you'll use call to arms spell to destroy the guard post setting your reapers free. You can use the trick with hand paying the reapers to save money. Use call to arms to defeat both keepers. They have army of mistresses but reapers are tough enough to handle them easily.

Ascension day
Notice you've warlocks but they're imprisoned. Wait until the keeper digs to the unclaimed portal, drop the imp there and then rush to the room to save your warlocks. You'll find one neutral in the room right north to them, use his wind spell to set them free. The hero party will soon destroy the blue keeper. You can dig to green keeper but the heroes will lose to him easily. The easiest way to defeat the green keeper is to destroy/steal his hatchery.

Echo Springs
Walk over the lava traps near to portal so the monks dont rush you. You cannot create skeletons or convert heroes but the trick is to collect them in prison and when you have enough of them drop them to blue keeper to fight them. There are 2 guarded gem faces available but if you make haste you won't need them.

Pyre
Drop your imps to the east bridge, dig 2 times and have fairies and the fly attack your dungeon heart. Claim temple and summon horny as you have imprisoned creatures. Claim scavenger room south to the temple, scavenge reapers. Possess imp and get to the central "room" where you'll find 2 neutral reapers. As you claim prison heroes will start appearing quickly. Dont let them attack the other keepers - convert as many as possible but be careful as having a skeleton, ghost or vampire is almost an instant LOSE.

Academy
Wait until the priestess has wind spell (the cooldown is used up at the beginning) and then use her to blow your wizard through the north-east corner. Destroy the room north of your lair, sell something to summon imp if you're short of money, claim the unclaimed path close to lair and you're in dungeon. Once you start using the the library in the centre of the map a huge hero party will spawn but keep researching until you've got temple. Now the trick is to trap them in water, scavenge more wizards, destroy dungeon heart to the north east and finish off the final wave. There are multiply creatures and increase level specials but I finished the map without them.

Flux
Suggestion for flux is to place your horned reaper (or creature that can survive the lightning traps) near hero dungeon heart while you do your stuff. This has one simple effect: the traps that are under some increase level specials disappear. Train your creatures and stack on increase levels. Remember you've got magic doors close to your treasure room so even if imps still prefer doing anything else rather than mining gems you can make them do it by locking the door and picking the creatures from portal manually. Also if I remember correctly the magic door close to workshop is attached to red fortified wall so you can just break the wall instead of doors getting workshop faster. Notice that there is bridge south-west attached to lava island, so you can get one party stuck if you claim the bridge which helps a little bit.

Jitters
Use the room corner to get the imps but dont pick them for now. Possess spider, break to the easter room, once more to the south, have the boulder kill knight, possibly the archers and start claiming. It is possible to get your vampire back: simply possess one of imps and dig south through the lava and then dig to the boulder so it rolls your direction. You can fight avatar any time you like - simply trap him on the bridge surrounded by lava. You should be experienced enough to get through the rest of the level. The final wave (the one after the door north-west of your dungeon heart) is not easy but if you manage to claim the bridge and sell it then the half of group is stuck. Don't forget the locate hidden world special it is in the room north-eastern to your dungeon heart!

Jynxed
Make sure the beetles stay alive so you summon a mistressess. You should be experienced enough to get through the rest of the level. The final wave of vampires is hard but doable if you don't fight too many at once.

Currents
Make haste so you free the samurais from the near prison. Don't worry if you cannot save the second ones. The waves stop once you destroy dungeon heart.

Tension
A harder version version of original Heart. I suggest you claim north-western and south-eastern reaper rooms.

Moth
Fortify so the blue keeper cannot get into your dungeon. You should be experienced enough to get through the rest of the level. Destroy both blue and hero dungeon hearts to win.

Silence
The same as above It is quite hard to get prison before the timer runs out but you don't need to convert heroes to win this.

Re: NEW CAMPAIGN Dungeons And Keepers 21-map campaign 2017

Thank you. Always happy to see new content.

I've played the first level of the campaign, and it's a bit unusual, but not bad. I'll play on. I never bothered to invade the east dungeon with all the lvl10 knights or the lava maze in the south, the creatures I got were enough to push through the enemy heart simple enough.
Some feedback:
1) I think you used the New Game+ config file as a basis, because you use the highscore file of that campaign. Best to use a separate one(just name it whatever), or the original one.
2) I felt a bit lost playing this level. I think an actual 'Objective' would help a lot, even if it is simply 'Find the hero heart and destroy it'.
3) It confused me when suddenly I heard the message 'The lord of the land approaches', while I did not think I was doing anything. When it kept happening I figured it was just random parties dropping in. For this reason it is best to not spawn parties with knights until it is the final one.
4) I think its a bit strange to already face the avatar on the first level of a campaign, call me traditional but I'd like to see one lord per level, and one avatar per campaign.

Re: NEW CAMPAIGN Dungeons And Keepers 21-map campaign 2017

The invading east dungeon with lvl 10 knights is a must if you want transfer creature. You aren't actually supposed to fight them with all those lvl 1 creatures, but you need to claim the prison (and then let them go) to get to the transfer special. Lava maze has mistress hidden in it, so it's good if you want to summon and transfer horny. Flying into the temple using vampire to claim monks was also optional. The gem slot is also kind of optional. In 5 out of 10 plays I needed to get to gems because I didn't have enough gold to cast destroy walls.
Btw some of the levels were inspired by maps/campaigns I found on this forum. See if you can spot the original one.

1) Yes you're right, didn't notice.
2) This was on purpose. I felt like just exploring / digging to random places and getting surprised by hero raids (but not overwhelmed) was a right way to start. Not sure if you agree but well
3) Honestly never thought this would bother someone haha. I guess you didn't like Knight Manouvers map
4)

Re: NEW CAMPAIGN Dungeons And Keepers 21-map campaign 2017

The link is now valid within the main post.

I'm afraid it's actually the winning condition... for some reason it doesn't go down to WIN_GAME after quick objective. If you don't feel like playing it again just edit the script to win when player0 has 0 imps and then click continue campaign. Sorry about that. Pretty sure it's fine in other maps.

Re: NEW CAMPAIGN Dungeons And Keepers 21-map campaign 2017

It's not possible to change the script of a map of a saved-game. The script is included in the saved-game in the original form,... but I'll consider the map won if I've killed 4 knights and use the cheat menu to 'win'.
That being said, looking at both scripts the original seems ok to me, while the updated version does have a mistake there. It's simply 'BRIDGE' not 'ROOM_BRIDGE'.

And I never meant I was stuck on the first map, eventually you'll come across the heart and you'll know on how to beat it. I was just giving a bit of feedback, as my initial impression of the first objective was 'yeah, now what', as I'm not going to let the computer play for me. I'd like an objective - the second map is perfect that way - but others might prefer it your way.
Plus I realized that I could get a mistress down south for a reaper, but I did not feel the need with all the bile demons and vampires I had. That's not criticism, that's just sharing my experiences as I can imagine you would find that interesting, how people are playing the maps. When I've got time to finish the second map I'll give feedback on that as well.